Chapter 1504: Speed and Power

Dragon Slayer.

From the perspective of martial arts, the so-called only fast and unbreakable, more often, is just a concept of dexterity, not speed......

Dexterity and speed are often two completely different concepts......

Dexterity refers to a person's reaction speed, when making a reaction, whether they can change their reaction at the first time, switch to another response, and if they can do it, then in a short period of time, they can make several similar changes, these can be said to be crucial concepts......

As a simple example, everyone knows that in some real-time strategy games, the AI response of the computer is often very powerful......

Some of the more difficult AIs even have the ability to react to the player's actions in an instant......

To take a simple example, when the player chooses an order to attack a unit of the enemy, if it is a human brain player, there must be a delay in reaction, the player must see the actions or action trends of the enemy unit on the screen, before being able to judge the enemy's actions and intentions, and then be able to react, and if this response is not fast enough, then the unit that may be set on fire has been destroyed by the enemy before it reacts......

On the other hand, if it is a computer AI, there will be no such problem, because almost at the moment when the player gives the attack command, when the player's own game unit has not even started to act because of the command, the AI will understand the meaning of the command, so that the attacked unit will choose to move back in advance, if the attacker does not change its own command. It is possible to be ordered by the enemy to retreat. Consumes a lot of attack opportunities. and completely destroyed his original formation......

In fact, the vast majority of computer AI almost does not have the concept of so-called reaction time, and they are often able to react to any move of the enemy without any delay, for example, when the enemy is originally besieging a character. As with the sudden shift of the target, the computer AI will allow itself to continue to participate in the attack at about the same time, and if the enemy tries to gather fire again, the character will naturally choose to leave......

For example, when controlling infantry operations, once encountering an enemy's long-range attack, the computer AI can often make its character hold up a shield that can resist long-range damage at the moment when the ranged attack is about to be judged to be hit, and after the attack is over. The computer also tends to disarm this shield state in the first place, sometimes. Even to the player, it seems to the player that the computer uses shields, which will hardly affect any of the infantry's movement speed......

Of course, although the computer reacts quickly, but in fact, it is impossible for the computer AI to defeat the player when liberating most of the time, because any program itself will inevitably have zΓ i vulnerabilities, in the face of high-intensity micro-operations, from a certain program, in fact, sometimes it is not a good thing, and players are always able to use the computer's program in turn to make themselves easily cause more damage......

On the battlefield, there will never be a perfect logic in theory, sometimes, whether it is retreating or gathering fire, it should be an extremely resolute behavior, even if it is a big price, it should be at any cost, it should be chosen to stay away from the battlefield, once it is out of battle, it should never return to the battlefield for any reason, and in the same way, the target should be killed by fire, so even if it is to sacrifice some troops and pay some price, it should be eliminated as soon as possible......

And the computer AI,It's never such a cognition.,So they always try to keep every unit as much as possible.,And try to let every unit participate in the war as much as possible.,So when fighting with the computer,Sometimes it's not necessary to chase and kill those units with residual blood.,Because even if they're far away from the battlefield.,After a while,,Will still come back and send them to death.,As long as the player doesn't give the command to set fire.,So no matter how little health the unit is,The computer won't try to take them away from the battlefield., In many cases, when the player gives an attack command or releases certain skills, these units lose the possibility of escaping, and the computer AI is always in two extreme states......

The first AI mode is,No matter what kind of situation,No matter what,Fight to the death to the end,In the face of such a strategy,Players only need to simply choose kite tactics,You can easily kill the enemy,And the other AI mode,It is to protect their units as much as possible,As much as possible not to waste the output of each unit,In this AI mode,Players need to choose death as much as possible,In the state of death battle,AI units in order to avoid damage and fire, Often waste a lot of time to move the character, and the character who is far away from the battlefield will often die on their own, and under such a tactical confrontation, the player's choice of the death battle strategy can often play a better strategic effect, so that their own characters can form a large number of outputs......

In fact, as much as possible to preserve the unit, and as far as possible to create zΓ o output, these two concepts, in themselves, are contradictory, want to preserve, it is difficult to achieve full output, and once the full output, it is also difficult to preserve, players and such AI confrontation, if the same strategic thinking is adopted, then under the huge gap in micro-operation, there is usually not much chance of winning, but if the player chooses to fight to the death or conservative either, it can make the computer AI both sides unflattering, It is impossible to take care of both at the same time, so as to lead to the act of sending the wounded soldiers with residual blood back to the battlefield to die......

In fact, the so-called micro-operation is to use subtle movements as much as possible to change the pattern of combat on the basis of not changing the action mode of the unit......

And micromanipulation is actually a very subtle concept......

The biggest difference between a master and a rookie is actually their understanding and cognition of microoperations......

You know, in the vast majority of real-time strategy games. Units in every game. Each will have its own specific attack patterns and movement patterns. And different attack modes,There will be different attack forward swing and attack back swing,Among them, whether it is forward swing or back swing,Both are a kind of stiffness of the character in action,However,The biggest difference between the two is that attack forward swing is an action that cannot be canceled no matter what。 Once the player cancels the character's attack swing, the attack will be terminated naturally, while conversely, the attack swing can be canceled, and the player can often cancel the unit's attack swing by moving guΓ²......

And this is the meaning of micro-operations, the vast majority of masters, when they release skills and move units. It's as much as possible to get stuck in the time of the character's attack backswing for this period of time. The character itself is in a state where it is unable to attack, but it can use guΓ² to make subtle movements and cast spells during this time, so as to greatly improve the combat efficiency of the game character......

This point,It's the same as the recruitment in the fighting game,The vast majority of fighting games,There is the concept of recruitment,The so-called recruitment,It is through the guΓ² control handle and buttons,To achieve a character after the move,Quickly recover from the stiff state,And continue to enter the battle skills,Mastering the recruitment skills,Often can make a lot of tricks that would have been able to hit fail,And this is one of the biggest watersheds between masters and rookies......

And if it is placed in a real-time strategy game, the so-called recruitment, in fact, is a typical Hit&Run, through guΓ² movement to eliminate the stiffness of the character after the attack, so that the character in the original attack rhythm, at the same time to produce a certain distance of displacement, this is where this skill is clever, often through guΓ² such a skill, can make a character better continue to cause effective long-range damage to other units......

Generally speaking, the more often a unit attacks, the shorter the attack backswing, and the more difficult it is to achieve truly non-destructive microoperations......

And many times, micro-operation is often a double-edged sword, in the hands of the master can hurt people lightly, but in the hands of rookies, it is not as good as choosing A in the past, rookies will always carry out meaningless pulling and action on the battlefield, and always like to repeatedly manipulate the unit to convert the attack target, sometimes, the unit has obviously entered the attack before the swing, but the rookies tend to operate at this time, so that the attack that should have actually taken effect loses its effect in an instant, Forced to re-attack the punch of the forward swing......

Dexterity itself is not speed, and speed is a completely different concept......

But in many cases, dexterity can often make people look very fast and fast......

This is like for many rookies in competitive games, they will always feel that the role in the hands of the master is completely different from the role in their own hands......

For example, rookie novices in a premeditated arrest, generally always based on skill damage, ordinary attacks can hit a few hits, generally not too much care, they many times, always make an obvious mistake, for example, when chasing the enemy, always within their maximum attack range to attack, and often when their character raises his hand to make an attack before the attack, the enemy has been out of the maximum range of the attack judgment, and in this case, The character controlled by the player will be forced to stop his attack forward, and then go forward for a distance to chase the enemy, and then attack after entering the attack distance again, and then be out of the attack range by the opponent, sometimes, obviously their character moves faster than the opponent, but the attack can't come out, so as to miss the best opportunity to kill the enemy, such a situation, in fact, is a very common situation among novices, for the novices themselves, in fact, they are often accustomed to this, Not too annoyed......

But the master is different, they often will accurately calculate the damage that can be caused by the output of each ordinary attack, in the action of the master, if their character is higher than the opponent in terms of movement, then they must be able to carry out multiple effective ordinary attacks on the enemy to cause damage, generally speaking, the specific operation is, first the character to the speed advantage of the enemy, and after entering the maximum attack range, do not make the command to attack. Rather, it is a distance closer to the enemy. After the distance between the two sides was further shortened. Then make an attack command, at this time, within a short period of time before the attack, the enemy is unable to move out of the attack range, so as soon as the attack is over, the attack will take effect immediately, and at the same time as the attack takes effect, the master will move through guΓ² as soon as possible to continue to pursue the enemy. Once again, the enemy is included in their attack range, and then they get close to the attack, and then continue to pursue, in the same situation, the masters can at least cause two or even more than three basic attack damage in such a pursuit, and this is the horror of micro-operation!

On the surface, the game characters controlled by rookies are not much different from those controlled by masters. However, the operation efficiency of the master can often make the same character under different control. It shows a completely different combat efficiency, and this is where the real gap between the master and the rookie lies!

In fact, from the perspective of martial arts, the so-called subtlety is such a realm......

The subtlety will not change the strength and speed of the warrior, but it can make the warrior become more agile in the reaction, and when facing the enemy's reaction, he can always be aware of it in the shortest time, and make corresponding reactions, and at the same time, he will become aware of every subtle part of his body, although the strength of the body has not changed, but in fact, it is a great improvement in the efficiency of the body......

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Dragon Slayer.

Of course, whether it is dexterity or subtlety, in essence, it is more of a skill level, a concept of reaction level, and speed and power in the real sense, but there are still fundamentally different ......

Speed and power, on the other hand, are actually concepts that are closer to the two sides of time and space......

Speed is more reflected in a person's explosiveness, and a person with strong strength often does not slow down......

Of course, it is undeniable that the vast majority of Hercules often weigh much more than ordinary people, so their speedometer is often not so impressive......

In the real sense, the fastest running speed is often the type of person with the whole body muscle coordination, slender and powerful legs, but the whole person does not appear heavy......

Many times, people always feel that a person's strength and a person's speed are always in an inverse state, in fact, this concept is incorrect, in the real sense of the inverse state, in fact, it is a person's weight and speed, the larger the body, the slower the speed, but the larger the body, the stronger the strength, and the strength and speed, and there is a relationship between zΓ i in a sense can be transformed into each other......

If a person's size adds more strength to strength than to agility, then in fact, that person's strength and agility will be far superior to ordinary people......

Conversely, if a person's body size has less strength than agility, then in fact the person's strength and agility will be lower than the average of ordinary people in some way......

To give a simple example, such as bodybuilders and fat people are two extremely typical examples, fitness and bodybuilding enthusiasts, in fact, the vast majority of their weight looks much heavier than their body type, but most of their weight is strong muscles, so their weight brings them a strength bonus, which is higher than the vast majority of ordinary people, and the reduction of their speed is far lower than that of the vast majority of ordinary people, that is, because of this, the vast majority of muscular men, Often, both in terms of strength and speed, they will be above ordinary people......

Many professional athletes, often with strong muscles and burly figures, look like they are full of strength and extremely heavy, but even so, their speed. But it will still be under their strength bonus that exceeds the weight standard. became far beyond the normal level of the average person......

And the other way around. Like the vast majority of fat people, in fact, in the fight, there is no big advantage, although they seem to have a lot of flesh on their bodies, and their strength is greater than that of ordinary thin people, but their speed and slow reaction will be very large, so that their strength has nowhere to exert at all, and although fat meat can protect their bodies. But it will also make them more susceptible to fatigue due to strenuous exercise than ordinary people, that is, because of this, the vast majority of fat people are actually very weak, not as strong as they seem on the surface, and their weight is more reflected in fat, so the health of the body is often very low......

In fact, whether it's power or speed, in essence. It is all a relationship of mutual transformation of the existence zΓ i......

The weight of a person's body can also be converted into strength, and weight is inversely proportional to speed. But it is directly proportional to strength, so a person's body is very much dependent on the quality of a person's weight!

Yes, the mass of the weight!

The higher the quality of a person's weight, the stronger a person's body will naturally be, and conversely, the lower the quality of a person's weight, the more fat the person, then the weaker and unhealthy the body will naturally be......

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Dragon Slayer.

In a certain way, the relationship between force and speed is actually very similar to the different concepts between time and space......

The well-known mass-energy formula actually illustrates the relationship between velocity and force to a great extent......

The faster the speed, the stronger the power that can be generated, which is also the concept of explosive power......

In fact, the so-called strength and speed are all objective attributes, and it is impossible to improve them in an artificial way in a short period of time......

But dexterity is more of a concept that is biased towards skill and reflexes, while dexterity can be improved......

In many cases, speed is actually the intuitive embodiment of explosive power, and the so-called explosive power, in essence, does not have any concept of transition......

That is to say, when a person goes all out to do something, his actions will hardly produce any changes and changes, and often must be achieved in one go in order to maximize the speed......

Just like when running, especially in the sprint race, once the first step is taken, then the athlete can no longer change his stride length and running rhythm, must complete the entire running in one go, before he can end this action, this is actually a manifestation of explosive power, in an instant, all the power, in a pre-planned way to burst out, this is theoretically able to form a state of maximum speed!

Just like a hurdle race, in fact, every athlete has their own fixed running rhythm, run a few steps and then hurdle, are very particular things, from the competition can be seen, some athletes stride faster, but the distance between each step is relatively short, some athletes are just the opposite, in fact, this is their training has been through countless times of strict zhΓ²ng best routine strength......

In fact, in the whole process of running, there is no room for free play, athletes are in accordance with their own running routines formulated before the race to race, run a few steps, when to hurdle in what posture, these things are almost fixed, and the rhythm of running is almost fixed, and what athletes have to do is to go all out to make this set of movements faster, but this kind of fast, can only be fast in rhythm, and definitely not in stride change......

And this way is also the easiest way to reflect explosiveness...... (To be continued......)